Taiyi Saga · published
This is a big one. Battles no longer take place on two separate 3×3 grids. They now use a single continuous 3×6 board, and every monster's attacks, movement, and encounter lineup has been reworked to match. Positioning finally matters: push forward to take ground, fall back to get out of melee reach, but every step back is ground the enemy can take. Here's what changed:
🛒 New Content
The battle board is now 3 lanes × 6 columns: you hold the left 3 columns, enemies hold the right 3. Enemies press forward, and so can you, but neither side can enter the column of the other side's foremost unit
Range rules rebuilt:
Melee: hits only the tile directly in front of you
Ranged: the 6 tiles in the 2 columns in front of you, plus the 3rd tile straight ahead
Short Range (new): the 3 tiles in front of you, plus the 2nd tile straight ahead
Attack cards grey out when no enemy is in range (AOE attacks and skills are unaffected)
The range diagram in the card's top-right corner is now two small grids: yellow tiles on top show range, red tiles below show the shape the card hits
After selecting an attack card, click the tile the enemy stands on. The board highlights your range and every tile the attack will hit
Enemies act differently: each turn they attack from where they stand first, then step forward one tile if the tile in front is empty. Attacks are marked as red tiles in advance. Stand on one and you get hit; move off it to dodge
Monster intents fully reworked: nearly every monster has new attacks, reach, and movement. Intent descriptions no longer list numbers; check the intent icon for those
Encounters regrouped: normal fights now have 2–4 monsters, with lower HP per monster (e.g. Fire Beast 43→26, Demon Sect Disciple 67→40, Yao Fox 95→45). Elite and boss fights are rebuilt for the new board
New monsters: Rotting Corpse, Patron Priest, Taotie Tentacle
Summon rules reworked:
Guards deploy directly in front of their caster and take normal attacks first for players in their area; leftover damage goes to the player. They only counterattack adjacent attackers and don't block red-tile attacks
Turrets deploy in your back column. They trigger at the end of your turn and lose 1 HP, and lose 1 HP each time they're hit. They don't take damage for you and don't counterattack
The old "share 50% of damage" and "idle strike" behaviors are gone
New terrain, Mud: moving out of or into a Mud tile costs extra Energy
New boss "Phase Shift" indicator: shows how much more HP the boss can lose before its next phase
New "Hitting a Wall" tutorial; the range legend, red tile warnings, and other tutorials are rewritten for the new board
New attack animations for the Walking Corpse and Qingyun Sect Disciple, plus a new idle animation for the Qingyun Sect Disciple
🃏 Card Updates
"Dash" now means: +1 reach straight ahead, and you dash forward one tile when you play the card (no movement if you're already adjacent). "Driving Punch" and other cards have it. The old effect is renamed "Inner Force": +1 range
Patterned attacks now spread out from the target: a full row hits from the target all the way back, two-tile hits the target and the tile behind it, the front-two-columns pattern hits the target's column and the one behind it, and cross is unchanged
These Martialist cards now use Short Range: "Gu Corrosion", "Fa Jin", "Tame Beast", "Triple Needle", "Herb Needle", "Marrow Breaker", "Guard Breaker", "Sticky Force", "Horse Mane Split", "Mountain Fall", "Push Hands", "Marshal Tianpeng", "Trace Step"
"Keg Toss" damage 5 → 3; "Drunk Splash" damage 4 → 3; "Drunken Wave" damage 9 → 6; "Wave Surge" damage lowered
"Marking Wood" now costs 2 and summons a Guard with 14 HP (up from 2). It follows the new Guard rules and no longer shares damage
Tamed summons adjusted for the new rules: Walking Corpse HP 3 → 18; Mechanical Sentry is now a pure 22-HP meat shield (no counterattack)
Artificer: all ranged cards now use Short Range; "Beans into Hawks" summons 1 Hawk (down from 2); "Pearls and Jade" is now ranged; constructs from "Carved Soldier" now look like the Mechanical Sentry
※ Artificer content does not appear in the Demo version
⚖️ Balance Changes
Burn: no longer decays each turn. At 10 stacks it detonates for 10 damage and loses 10 stacks
Thorns only reflects direct attacks from players and summons (Wooden Hawks excluded)
Star Chart "Elemental Call": weight for cards of the chosen element +50% → +300%
Star Chart Martialist card nodes now cost half the Stardust (2 / 4 / 6 → 1 / 2 / 3)
"Qingyun Sect Encounter" event: the duel now needs any Spiritual Root at Basic or higher, instead of a Heavenly Root
🔧 Bug Fixes
Fixed mutual Thorns bouncing damage back and forth until the player died instantly
Thanks for your patience — please keep the bug reports coming!